By default, the primary map image shown below (used as page background and as the map's thumbnail throughout site) is the one at the top of the files list. You can override this by renaming any of the images with "0" in front to bring it to the top.

Description

The government thought Black Mesa was destroyed — a nuclear explosion in the heart of the deceased military base caused catostrophic damage, but it wasn't enough. Years later, the survivors of the horrors and destruction of the resonance cascade rebuild what remains of Black Mesa.

Being an isolated base in New Mexico, Black Mesa slowly began to rebuild into smaller "partitioned" bases; all of which being privately owned. Black Mesa had become real estate — any area that wasn't destroyed was snatched up and fought after by the surviving science, security, and even military factions. The strongest leader of these factions, the notorious "Mr. Breeden", quickly took control and stamped out any resistance. His sector of Black Mesa, due to its staggering size, resources, and fire power, became known as Momma Mesa — the mother of all privately owned Black Mesa sectors.

You, the Sven Co-op mercenary team, have been employed by Mr. Breeden himself — to do his dirty work and contain any security breaches in the base. Who knows — do a good enough job, and you might just see the light of day again.

Additional info

Unlike Incoming, which is entirely random, the map focuses on a failure/completion system — completing a mission will send you to mission A, while failing a mission will send you to mission B, and so forth. It is the first map of its kind to focus mainly on a win/lose system to choose the path of the players.

There have been 35 beta versions of Momma Mesa thus far — if you dig around in the bored and the Momma Mesa WIP threads, you can find a nice hunk of material that never made the final cut. This map has undergone many, many changes.

It is recommended that four or more players play this map.

There are six possible ending cutscenes, depending on which missions the players win and lose.

Perimeter: The final boss of the 'best' ending mission has been replaced by a hovertank with gluon turrets.

Perimeter: Added a hallway in which players may take cover inside of the shack during the hover tank battle.

Perimeter: Easy mode no longer airstrikes players in the tank arena.

Perimeter: Nightmare mode halves the delay before reset on the mortar's trigger_multiple, so that it shells every 15 seconds instead of 30.

Portal Lab: Red emergency lights on the buttons in the portal lab now turn off as soon as the button is pressed, rather than waiting three seconds.

Portal Lab: The alien that spawns in the control room in the portal experiment mission is now a headcrab on easy mode.

Portal Lab: In easy mode, the time that players must protect the portal experiment is reduced from 3 minutes to 2 minutes.

Portal Lab: In nightmare mode, the alien slave that teleports into the control room is replaced with an alien grunt.

Satellite Uplink: The aliens that spawn in/close to the control room in the satellite uplink missions are now alien slaves on easy mode, houndeyes in normal, and alien grunts in hard and above.

Satellite Uplink: Retextured the uplink mission computer. Added signs that indicate what all of the buttons / indicators represent on the uplink computer.

Satellite Uplink: Removed the button on the side of the destroyable computers that turns on the powerbox outside the uplink control room. This now turns on automatically after the mission is explained.

Satellite Uplink: The giant red button labelled "Establish Signal" now locks and plays a buzz sound when it is not pressable.

Freezer: Fog sprites and icicles have been added to make the room look more freezer-like.

The infinitely spawning ichthyosaur in the sewer is incredibly dumb. Usually requires an RTV as it can't be passed. You kill it, the dead body blocks the way, then another one spawns before the dead body disappears. Been sitting in this server for 20 minutes watching people try to pass it. Not the first time I've done this.

It is indeed a problem in many maps, not just this one. Dead bodies of ichys can't be jumped over like ground monsters. My idea would be to make them pass-through at the moment they start the death animation.

No one has the time to regularly check through all the maps in BOMS to check if they still hold up to the current boms standards. Once a map goes into BOMS, it stays there. The majority of boms maps are still pretty good by todays standards, and its possible to semi-accurately judge the quality of a map by checking its release date. Boms can be considered a permanent mark of honor if you will.